Thank you sir. That has worked a treat. Got my head around most of it now! I didn't have any color values in for Clear sky, so I added R=0.8, G=0.9, B=1.0, and it's given me a nice slightly blue tint to the reflections.
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Quote from: PiBoSo on August 16, 2020, 12:22:22 PMPlease note that the sky is not reflected in puddles.
A constant color is used instead, that is set with "sky_color", for each weather condition, in the track AMB file.
Quote from: LXS77 on August 05, 2020, 02:29:20 PMIt's one density map per texture. You can create individual .grs files for each grass texture, FBX2EDF will process them. Just keep the density map in the TGA's Alpha channel.Isn't working for me, I create .GRS files for each texture with the correct values inside the code, including referencing the different density .TGA of each texture (all suffixed with '_g'). RGB channel is 255 white, alpha channel is my density. FBX2EDF starts to mix them together with some very bizarre behavior. I decided to just use my edge density map across all textures in the end because I really didn't want grass being drawn right up to the track edge (through the dirt).
Quote from: LXS77 on August 05, 2020, 11:36:41 AMAll your objects should stay in 3DS Max as a part of your track. No need to export them separately into different formats. They only thing you need to do before exporting into .FBX - name surfaces and collidable objects as described in the Track Creation Guide.
samples_x = 4097
samples_z = 4097
data = heightmap.raw
size_x = 700
size_z = 700
scale = 100
num_layers = 3
layer0
{
map = maps/mud_treads.tga
frame1
{
map = maps/mud_treads_wet.tga
}
repetitions = 50
}
layer1
{
map = maps/mud.tga
frame1
{
map = maps/mud_wet.tga
}
repetitions = 50
thickness = 0.1
}
layer2
{
map = maps/SAT_colornear001.tga
frame1
{
map = maps/SAT_colornear001.tga
}
repetitions = 1
mask = mask_color.tga
thickness = 0.4
}
scene0
{
name = OBJ_SURFACE.edf
pos
{
x = 0
y = 0
z = 0
}
rot
{
x = 0
y = 0
z = 0
}
}
scene1
{
name = OBJ_BUILDINGS.edf
pos
{
x = 0
y = 0
z = 0
}
rot
{
x = 0
y = 0
z = 0
}
}
scene2
{
name = OBJ_TYRESTACKS.edf
pos
{
x = 0
y = 0
z = 0
}
rot
{
x = 0
y = 0
z = 0
}
}
scene3
{
name = OBJ_2DTREES.edf
pos
{
x = 0
y = 0
z = 0
}
rot
{
x = 0
y = 0
z = 0
}
}
scene4
{
name = OBJ_3DTREES.edf
pos
{
x = 0
y = 0
z = 0
}
rot
{
x = 0
y = 0
z = 0
}
}
scene5
{
name = OBJ_MARKERS.edf
pos
{
x = 0
y = 0
z = 0
}
rot
{
x = 0
y = 0
z = 0
}
}
scene6
{
name = OBJ_BARRIERS.edf
pos
{
x = 0
y = 0
z = 0
}
rot
{
x = 0
y = 0
z = 0
}
}